Author
Topic: Logo's Roomatorium (Read 1129 times)

You know the saying, "A room a day keeps the doctor away."Unfortunately I needed to see my doctor last week so I only have those ten rooms:

New rooms:Standard/X1_Logo_ZForest1StandardEW/X1_Logo_SpikyWaySquareNE/X1_Logo_DryFountainSquareSW/X1_Logo_FairyFountainSmallNS/X1_Logo_ShootoutTunnelWide/X1_Logo_CorridorShooterQuadEE/X1_Logo_TravelporterPath1QuadWW/X1_Logo_FoxHuntQuadSS/X1_Logo_FieldAdvantageFatVertical/X1_Logo_ZForest2

All were made with the expansion and its new enemies in mind. My main concerns are the performance of FoxHunt on victory and the enemy density in general. All feedback is welcome.

Extract the files into your Starward Rogue folder and merge the folders. A test chamber has been included for easy access to the new rooms using the "Mods" menu ingame. Open the test chamber with a text editor to switch the room to test.

That's all for now!

Edit: Removed the download link since the rooms are part of the game now.

Forest1 -- Looks good to me.Spiky Way -- Also looks good.Forest 2 -- Maybe pushing the enemy density a little too much, but it's borderline so I've left it as is.Shootout -- Nice! This one's cool, it's like I'm in a Western saloon or something.CorridorShooter -- Seems good to me.TravelPorterPath1 -- Nice! Clever that one. DryFountain --Simple, does the job.FairyFountain -- Seems good!FieldAdvantage -- Great! I like having a power up on those pesky Tides!Foxhunt -- Seems great to me. An interesting challenge.

Overall this seems like a fantastic bunch of rooms. The only one that might perhaps have too high an enemy density is Forest 2, but even then it's borderline, I think, considering that a couple of those are jumpscare enemies and as a player you should hopefully learn to not aggro those. I'll add these to the SVN a little later, but I'll leave the test room in there too, so that Misery can take a look. He's the final authority on room designs. Thanks for this tremendous contribution to the expansion, it's much appreciated.

TravelPorterPath1 was based on Draco's idea for a secret room which I really liked. I never realized how much I wanted stuff like that in the game until I saw his room. As for ZForest2, it is a crowded one but I made sure it was still possible to perfect clear even if you aggroed all the enemies at once. It's quite frantic while the "trees" are all intact though. :P And finally, your comment about ShootOut really put a big smile on my face. It was the very first room I made so I'm glad you liked it.

New rooms:StandardNS/X1_Logo_FieldOfFlowersStandardEW/X1_Logo_ZDungeon1SmallEW/X1_Logo_IntoTheFrayTunnelTall/X1_Logo_AgeOfWandersQuadNN/X1_Logo_ReleaseTheHoundsQuadNNWW/X1_Logo_TeleportitisFatVertical/X1_Logo_SphereMongerFatHorizontal/X1_Logo_ZDungeon2RobotShop/X1_Logo_LockedCabinetConsumablesShop/Logo_WindowShopper

There's a few weird ones in there this time around, so let me know if that style of room is satisfactory. Also, I'm worried about the performance of FieldOfFlowers with an Helicoid. If you have an older PC, I would appreciate if you could test how it performs on your system. And finally, Teleportitis is a non-combat room so to check it out in the test room I recommend adding a popcorn enemy in a wall or something, otherwise you'll win several times per second without being able to test anything. Anyway, have fun.

Edit: Also removed this download link since the rooms are part of the game anyway.

Yeah, this is one of those rooms where it works perfectly for certain enemies like the Eyelet, but due to the limited control we have over enemies, if somebody were to make a batch of new enemies in that category then the design could break down. That's been one of the frustrations with the game so far, sometimes it's hard to control the room design due to the randomness of the enemies. It would be a lot nicer if we had a bit more control over the enemy seeding -- that's not your problem, though, it's just a part of the game. With the current enemy set, which seems to be just Eyelets, this room seems great to me.

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StandardNS/X1_Logo_FieldOfFlowers

Looks good to me. A bit trickier than you first think as you have to be quite careful with your movements, and also be careful not to aggro too many comets. The other Fearsome's work as well. The performance is mainly down to the sludge turrets which might need further tweaks. I've tweaked them for performance once, but they might need to be looked at again, we'll see.

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StandardEW/X1_Logo_ZDungeon1

Seems fine to me. I'm not sure of the purpose of the central room, though. It seems like you might be able to hide in there, but usually you can't due to us often having to give enemies a small wall collision box so that they don't get stuck while pathfinding. You can hide from the Metal Mill's I think, though, so that's good.

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SmallEW/X1_Logo_IntoTheFray

Seems good to me. There aren't many rooms like this that allow you to take a good look at what you're teleporting into first, so that works for me.

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TunnelTall/X1_Logo_AgeOfWanders

Pretty simple, but I like this one a lot. I think it's the prettiness of the tiling that does it.

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QuadNN/X1_Logo_ReleaseTheHounds

Bit of a scary one this, but very cool.

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QuadNNWW/X1_Logo_Teleportitis

Seems good. Definitely named correctly. I'm not the biggest fan of the teleporty puzzle rooms, but that's because I'm not really one for puzzles as much, but I do like having them pop up from time to time in the game as it mixes the gameplay up a bit. This certainly seems like a good one.

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FatHorizontal/X1_Logo_ZDungeon2

Nice!

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RobotShop/X1_Logo_LockedCabinet

Interesting idea, I'd never thought of that! That's some Draco style thinking, heh. Works for me!

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ConsumablesShop/Logo_WindowShopper

Nice looking room. Good stuff.

Fantastic batch of rooms thanks! The only one I wasn't 100% on was ZDungeon1 but even that seemed good to me. All the rest seemed great. Thanks for the contribution!

Seems fine to me. I'm not sure of the purpose of the central room, though. It seems like you might be able to hide in there, but usually you can't due to us often having to give enemies a small wall collision box so that they don't get stuck while pathfinding. You can hide from the Metal Mill's I think, though, so that's good.

Oups, I didn't realize it might not show up while in a test room, but the central room has a warp pad in it.

Seems good. Definitely named correctly. :) I'm not the biggest fan of the teleporty puzzle rooms, but that's because I'm not really one for puzzles as much, but I do like having them pop up from time to time in the game as it mixes the gameplay up a bit. This certainly seems like a good one.

I'm actually not a fan of teleporters puzzles myself, that's why there's no victory switch to seek out, so if I don't feel like messing around I can just skip it entirely. :)